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Thread: Blind

  1. #1
    Community Member Souless's Avatar
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    Default Blind

    Ok, Ive looked in the first couple o pages and didn't see anything and I feel like this is a horse worth beating.....

    My issue is 2 fold:

    1. Blind mobs that seem to move faster, hit better, run smarter, and avoid trouble better than mobs that can see...

    2. Blind and held/stunned/tripped mobs moving around....

    Solution: Make being blind a severe penalty....

    1. Make mobs move at 1/4 movement rate

    2. Have thier fort reduced to 50%

    3. Make them near auto critable (ie 50% of the strikes against get crit damage)

    4. Have attack rate reduced to 0.

    If u do these 4 things to a blinded mob, it will fix problem 2..as they will not be moving anywhere near as fast and they will be dead shortly....

    The Bytcher~

  2. #2

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    Problem 2 has been addressed SEVERAL times. The reason why a held/paralyzed/tripped foe still moves after one or more of these things is done to them is because of the "lag time" between the client running on your computer and the server. No matter what is done, short of actually sitting at the physical server, there will always be this lag time. The better your ISP is and the faster your internet speed is, the less this "lag time" will be but it will always be there.
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  3. #3
    Community Member Souless's Avatar
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    Default Lag....bs

    Quote Originally Posted by Nerate_Mireth View Post
    Problem 2 has been addressed SEVERAL times. The reason why a held/paralyzed/tripped foe still moves after one or more of these things is done to them is because of the "lag time" between the client running on your computer and the server. No matter what is done, short of actually sitting at the physical server, there will always be this lag time. The better your ISP is and the faster your internet speed is, the less this "lag time" will be but it will always be there.
    This is complete bunk.....

    I have seen held mobs continue to attack beyond the time of ANY lag...I have seen blinded mobs contiune to move until killed...

    Lag...OMFG!!! It is a major issue but that ISN'T what is causing mobs to move while blind....It has to be something in the mechanism that makes a creature "blind"....

    Finally, since there haven't been many veiws and you're the only other person that seems to have a veiw....consider this a petition calling for a fix of this problem...a /signed will suffice...thankyou..

    The Bytcher~

  4. #4
    Hatchery Founder Ganak's Avatar
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    I blame lag.


    Wait, I mean everything Souless said.
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  5. #5
    Community Member Xim's Avatar
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    Quote Originally Posted by Nerate_Mireth View Post
    Problem 2 has been addressed SEVERAL times. The reason why a held/paralyzed/tripped foe still moves after one or more of these things is done to them is because of the "lag time" between the client running on your computer and the server. No matter what is done, short of actually sitting at the physical server, there will always be this lag time. The better your ISP is and the faster your internet speed is, the less this "lag time" will be but it will always be there.

    Definitely LAG!!!!
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  6. #6
    Community Member Milamber69's Avatar
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    Quote Originally Posted by Nerate_Mireth View Post
    Problem 2 has been addressed SEVERAL times. The reason why a held/paralyzed/tripped foe still moves after one or more of these things is done to them is because of the "lag time" between the client running on your computer and the server. No matter what is done, short of actually sitting at the physical server, there will always be this lag time. The better your ISP is and the faster your internet speed is, the less this "lag time" will be but it will always be there.
    Lol, brilliant. So does this mean that everyone I know who complains about blind mobs moving is just experiencing 'lag time'? This sounds like the old 'dont zerg monastery because people in the shroud with experience lag'.
    Quote Originally Posted by Arkat View Post
    Hi Welcome was first used in the DDO Forums on June 13th, 2009 in the Argonnessen forums by Milamber69.
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  7. #7
    Community Member Tabun's Avatar
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    Quote Originally Posted by Souless View Post
    This is complete bunk.....

    I have seen held mobs continue to attack beyond the time of ANY lag...I have seen blinded mobs contiune to move until killed...

    Lag...OMFG!!! It is a major issue but that ISN'T what is causing mobs to move while blind....It has to be something in the mechanism that makes a creature "blind"....

    Finally, since there haven't been many veiws and you're the only other person that seems to have a veiw....consider this a petition calling for a fix of this problem...a /signed will suffice...thankyou..

    The Bytcher~
    pretty sure you are getting some lag

  8. #8
    Community Member Nick_RC's Avatar
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    Lol the Bytcher in full swing good times.

    Lag my ***. Theres a reason people hate rogs using radiance in epics. Its because everyone sees a completion of a predetermined set of routines when they really should be just stuck in place. Not just people with slow computers. This was supposed to be fixed but still isnt.

    N
    GROAN-1 (Melee/Casting Horc FVS)

  9. #9
    Community Member NaturalHazard's Avatar
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    Quote Originally Posted by Milamber69 View Post
    Lol, brilliant. So does this mean that everyone I know who complains about blind mobs moving is just experiencing 'lag time'? This sounds like the old 'dont zerg monastery because people in the shroud with experience lag'.
    you guys been getting lag in the shroud because of me?

  10. #10

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    Oh and btw...BLIND doesn't mean immobile. Just can't see. They can still move when blinded. Some creatures, when blinded, will actually experience faster attack rates because they've gone into a frenzy over not being able to see.
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  11. #11
    Community Member voxson5's Avatar
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    Its kind of like hyponotism, at low levels some mobs just seem to zoom around after you. they dont attack, everything else gets hit when they're supposed to, there is no juttering gameplay, no real sense of lag, but it happens.

    Freaked me out the first time it happened, dam kobold was seriously iceskating (sliding, not using the running annimation) & literally following me in circles, i ran from it initially (being a squishy caster at the time), but now idm.

    Its almost as if the creature gets "stuck" doing the last action.

  12. #12

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    Quote Originally Posted by voxson5 View Post
    Its kind of like hyponotism, at low levels some mobs just seem to zoom around after you. they dont attack, everything else gets hit when they're supposed to, there is no juttering gameplay, no real sense of lag, but it happens.

    Freaked me out the first time it happened, dam kobold was seriously iceskating (sliding, not using the running annimation) & literally following me in circles, i ran from it initially (being a squishy caster at the time), but now idm.

    Its almost as if the creature gets "stuck" doing the last action.
    That's the "lag" time between the server and your client. The server has the kobold performing an action, you cast your spell and it shows it on the client end, but in those miliseconds it takes to go from your computer to the server and back, the kobold has already moved on the server. The game on your end shows the movement even though it's "stuck" as you said.
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  13. #13
    Community Member Irinis's Avatar
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    Quote Originally Posted by Nerate_Mireth View Post
    That's the "lag" time between the server and your client. The server has the kobold performing an action, you cast your spell and it shows it on the client end, but in those miliseconds it takes to go from your computer to the server and back, the kobold has already moved on the server. The game on your end shows the movement even though it's "stuck" as you said.
    When you've kited it around for several minutes just to laugh at it moving around following you what then? It's not like they move slowly, they move fast.

    I don't get the "stuck" animation, just see them walking around as usual, and not slow like a blinded player moves. Worst is while danced and blinded, because the dance should make them not move but the blind lets them move anyway.
    Please split the class forums into REAL subcategories this is a jumbled mess.

  14. #14
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    Quote Originally Posted by Nerate_Mireth View Post
    That's the "lag" time between the server and your client. The server has the kobold performing an action, you cast your spell and it shows it on the client end, but in those miliseconds it takes to go from your computer to the server and back, the kobold has already moved on the server. The game on your end shows the movement even though it's "stuck" as you said.
    Not so much. It becomes blindingly obvious when you hypnotize or hold a group of orthons/greens in sins of attrition and they greater teleport to you through the whole dungeon with the pink dot or blue circles still around them, or when you trip a mob and he goes down and proceeds to run across the room on the floor. If he was already on his way there before you tripped him, you would have missed and he wouldn't be tripped once you caught up to him.

  15. #15
    The Hatchery Hutoth's Avatar
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    I see this behaviour all the time with stunned/ blinded/ held/ stoned mobs. It stands out in the mind.
    But not Killed mobs. If it's lag, why not with killed mobs?
    Anaplian and Csimian
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  16. #16
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    Chai provides some insight into this problem on a recent thread on the Perma/Static groups forum:

    http://forums.ddo.com/showthread.php?t=298434

    (This is talking about the general problem of incapacitated mobs making late hits on player characters. The blindness bug (of critters moving around when blinded even when webbed/stunned/tripped) is apparently a separate problem...!)

    Quote Originally Posted by Chai View Post
    This is a symptom of the "offhand proc" and "double strike" combat change. When that U5 combat nerf happened, the way the physics checks work now makes this happen. I knew to watch for this because I used to play EQ1 which had the same offhand proc and doublestrike mechanic. I will outline how this used to work and how it works now, briefly.

    Before:

    Previously in combat for a TWF player, every single swing, main hand AND offhand, had a physics check run on it to determine a few things, one of which was if you were close enough to hit the mob with your weapon when the attack was made. It was determined by Turbine that the sheer number of physics checks was causing lag in certain situations sooo.....in U5 the combat system was changed.

    After:

    Now the physics check is made for the main hand ONLY, and it is ASSUMED by the computer that if the main hand attacks and the character was in range to make the strike, and an offhand proc occurs, the player is also in range for the offhand to strike, because the offhand proc is now tied to the main hand and not given its own physics check.

    Basically what this means is if the character starts the sequence, it is assumed the character will be allowed to finish the sequence as well, regardless of other circumstances.

    This is ALSO true of the mobs. Many mobs have really slow animations. It is assumed by the physics check system that they too get to finish whatever animation they started. Kobold shaman slowly raising their hands to cast and ogres reving up for their triple stomp are two examples we see at low level. If that ogre STARTED reving up for the triple hit, he gets to FINISH the triple hit, according to the way the physics check system they completely ganked from EQ now works, regardless of other circumstances.

    End result:

    I have seen an ogre look like he was about to stomp, get commanded to the ground, and the eager party runs up there to smack the prone ogre, and gets crushed. I have also seen kobold shaman stunned or commanded, and then someone gets held or lightning bolted well after, right at the time the kobolds casting animation would have completed, had it not been stunned.

    Unfortunately, the bad news for PDers is: This is working as intended, according to the U5 combat changes.

    When we moaned about the lag for three years straight, they put this system in to fix one aspect that was contributing to that lag. Something about being careful what we asked for comes to mind.

  17. #17
    Community Member Souless's Avatar
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    Default Pfft...

    Quote Originally Posted by Nerate_Mireth View Post
    Oh and btw...BLIND doesn't mean immobile. Just can't see. They can still move when blinded. Some creatures, when blinded, will actually experience faster attack rates because they've gone into a frenzy over not being able to see.
    This is more **** to soothe the dev's....Frenzy..pfft...have u EVER tried to do anything with your eyes closed....even to walk through your own house where in theroy u know where all obsticles are....is extreemly difficult.

    Although it isn't impossible because u r not immoblie..u r severly limited, unless u want to fall on ur face.....(so blind mobs should be spending alot more time on the ground...not attacking faster).....

    Further, i suggest that when a prize fighter is blinded in only 1 eye they stop the fight...the reason is: HE IS HEPLESS TO DEFEND HIMSELF ON THE THAT SIDE!!!!

    So I will say again the "blinded" mechanic is screwed up...imagine someone beating on u with a stick that u CAN'T see (forget about adding a landscape that u may not be familiar with) and wonder would the person hitting u get a "crit" every hit....maybe not...but I don't think he would ever miss, and moreover the chance of getting a crit hit is greatly increased...

    The Bytcher~

  18. #18
    Community Member Illiain's Avatar
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    Quote Originally Posted by Nerate_Mireth View Post
    Problem 2 has been addressed SEVERAL times. The reason why a held/paralyzed/tripped foe still moves after one or more of these things is done to them is because of the "lag time" between the client running on your computer and the server. No matter what is done, short of actually sitting at the physical server, there will always be this lag time. The better your ISP is and the faster your internet speed is, the less this "lag time" will be but it will always be there.
    You can't blame lag when the mob has been held/danced/stunned/webbed for a while, you run over and blind it with a rad2 weapon and it then proceeds to wander around. They were under the effect long before you ever started the commands to move and attack said helpless creatures.

    Blind is overwriting the previous status effects, not adding to them like it should.

    Either that, or my computer can warp space/time and apply damage and effects before I click my mouse or hit a key on my keyboard. That would be awesome.

  19. #19
    Community Member doubledge's Avatar
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    Quote Originally Posted by Ganak View Post
    I blame lag.


    Wait, I mean everything Souless said.
    blame it on the l-aaaa-aaa-aaaaa-aaaaa-g


  20. #20
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    Quote Originally Posted by Xim View Post
    Definitely LAG!!!!
    No it must be LAG on TURBINES side....


    IT MUST BE!


    /or not

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